August 24, 2017, 11:44:25 AM

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 21 
 on: July 22, 2017, 03:42:50 PM 
Started by TK1077 - Last post by olly
Anytime time now or tomorrow between 09:00am - 15:00pm EST

Just join our Chat Channel and say hello and have your Teamviewer 12 ID ready for me to connect

https://riot.im/app/#/room/#dark-omen:matrix.org

Smiley

 22 
 on: July 22, 2017, 01:56:42 PM 
Started by TK1077 - Last post by TK1077
I can always remote in using TeamViewer to fix, just join our chat channel but I will only be uninstalling and reinstalling and following the Help Fix guide again. Checking your antivirus or Firewall or User account Control, isn't stopping anything and then reinstalling the Dark the Omen registry keys etc.



I'd like to set up a time for this.  EST time

 23 
 on: July 21, 2017, 06:44:43 PM 
Started by cuthalion - Last post by EvgenS
As far as i remember (it's been a while) there is a clumsy hardcode of cavalry speed:
It checks unit armor. If unit has what editor refers to as 'mounted armor', then speed is hardcoded and equals to infantry speed 7 regardless of what you set in Mv.

Very interesting info... Now I understand why cavalry becomes slower if you set its armor from "mounted" to "usual" armor in WHedit. It starts using its unit M speed (which is 4 by default).
Same goes with infantry, if you set its armor to "mounted" it becomes veery slow since it starts using hardcoded mount speed which infantry does not have. But if you set infantry mount (horse) it becomes fast.
Here is in-game test video which demostrates default cavalry, cavalry with "usual" armor and cavalry with "mounted" armor but no horse.  
https://www.youtube.com/watch?v=o31dWknOmt4

I also confirm that cavalry hardcode speed equal M7. Here is another in-game test:
https://youtu.be/Yg2TYf8zVZ0?t=280

But you can make cavalry type, non-zero mount byte (horse or boar), just set them regular armor: 0 through 4. Then you set mv = 9 (for wolfriders) and they run fast. Ijust hope that no 'mounted armor' does not prevent such unit from being a cavalry in all fight checks. It works properly in ctl though and no reason to suspect worse at lower code levels.

Addon: mounted armor may influence certain combat situations, like polearm infantry  cancels its bonus or something like that. But there is no other choice atm to make faster or slower cavalry.
I do not remember in TT rules that being a cavalry type gives unit any checks in combat and I presume that there is none in DO too. In TT, Mount just gives unit(models) +1 armor save, equivalent of 1 armor shield in DO.  

I am also sure that all cavalries in DO has barded horse due to the facts that:
- cavalry may have up to 5 armor shields which is equivalent of +2 save in TT available only to rider in heavy armor+shield and mounted on horse with barding.
- cavalry speed is M7 which is due to barding (though, if you upgrade armor to 5 shields M has to become 6 which is not the case in DO)

https://prnt.sc/fylxoz

 24 
 on: July 21, 2017, 06:43:35 PM 
Started by cuthalion - Last post by EvgenS
double post

 25 
 on: July 21, 2017, 09:03:06 AM 
Started by cuthalion - Last post by cuthalion
As far as i remember (it's been a while) there is a clumsy hardcode of cavalry speed:
It checks unit armor. If unit has what editor refers to as 'mounted armor', then speed is hardcoded and equals to infantry speed 7 regardless of what you set in Mv.
But you can make cavalry type, non-zero mount byte (horse or boar), just set them regular armor: 0 through 4. Then you set mv = 9 (for wolfriders) and they run fast. Ijust hope that no 'mounted armor' does not prevent such unit from being a cavalry in all fight checks. It works properly in ctl though and no reason to suspect worse at lower code levels.

Addon: mounted armor may influence certain combat situations, like polearm infantry  cancels its bonus or something like that. But there is no other choice atm to make faster or slower cavalry.

 26 
 on: July 20, 2017, 07:16:38 PM 
Started by cuthalion - Last post by EvgenS
I tested units speed a bit and noticed that my Cavalry with movement=3 moved at the same pace as cavalry with movement=4. The only other difference in stats was initiative: 5 vs 4.


Cavalry unit movement (M) value does not affect its speed. Its mount does affect cavalry unit speed and mount M value is more likely hardcoded (tested in WHeditor)

Also noticed in WHeditor that Chariot has M8 and no mount, thus its M value affects its speed (unlike cavalry with mount) 

 27 
 on: July 20, 2017, 07:12:35 PM 
Started by cuthalion - Last post by EvgenS
Yes,
In Dark Omen, initiative affects the rate at which a regiment turns.
That said, if two regiments have the same speed, a regiment with higher initiative will move faster across the battle field.

I can't confirm that Initiative affects turn(wheel/reform) rate.
From my numerous tests Initiative affects only unit maximum(real) speed, i.e. after acceleration.
https://www.youtube.com/watch?v=9DPYlcmzMyc

Additional info:
If we compare a treant (i=2, mv=6) vs a vampire (i=7 or 8, mv = 6), we see that vampire accelerates much faster. Also, as there is usually no straight way between A and B, units have to turn slightly every now and then, and at each such turn vampire increases the gap between him and treant.
Vampire may even overtake a cavalry regiment (mv = 7), though if both units move along a straight line, cavalry seems to move a bit faster as it should be.

I would not compare Vampire vs Treeant as they are different in terms of model size (normal vs large correspondignly).

Also, one-model unit behaves differently than multi-models unit, so unit-size affects turn (wheel/reform) speed

 28 
 on: July 19, 2017, 01:03:45 AM 
Started by TK1077 - Last post by TK1077
I'm going to look into this.  All these problems started after my last Nvidia driver update.

 29 
 on: July 16, 2017, 10:22:23 PM 
Started by TK1077 - Last post by olly
I can always remote in using TeamViewer to fix, just join our chat channel but I will only be uninstalling and reinstalling and following the Help Fix guide again. Checking your antivirus or Firewall or User account Control, isn't stopping anything and then reinstalling the Dark the Omen registry keys etc.

Compare your NVidia settings
[ Attachment: You are not allowed to view attachments ]

 30 
 on: July 16, 2017, 09:42:49 PM 
Started by TK1077 - Last post by TK1077
Still flickering and double screen.  I'm pretty frustrated. Angry

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